For me to learn:
UV mapping
Projection paint
Animation keyframes / autokey
Import background picture
Join objects / split objects
Lights demo
Game demo (lights)?
Car
How to move pre 2.5 stuff into 2.5 environment
: cut and paste?
Try Shapeways and refine optimization
Push text
Apply bvh
Make own bvh
Model own face
String together animations
Walk cycle
Copy and paste keyframes eg to climb stairs
Make 3d viewable stills and animations
Setup:
Turntable
View name
Rotate about selected object
Left-click select,
right-click rotate
View Properties> 3D display
> Z axis?
File Save default settings
relative paths default
Render in new window
Animation render in AVI jepg
Reset to factory settings?
Turntable
50 undo steps
·
Front View?
·
in System & Open GL, change OpenGL
main light from CCCCCC to FFFFFFFF
·
Add two other global lamps
·
Set up 3 point lighting
·
Move lamps and camera to layer 10?
·
emulate NumPad?
·
CTRL+g to save default settings
(having made no other changes)
Elementary, but is this covered?:
Object vs Edit modes Tab
Right click to select object
B to select vertices within
rectangle
A to deselect all/select all
Move view with Shift and
press mouse wheel
Press mouse wheel to orbit
Numpad for standard views 1=
front, 7 = top, 3= right (explain right)
Roll wheel to zoom
Mesh
Vertex = corner point
Vertex select/edge
select/face select
Occlude Background geometry
Is there intelligent
selection like in Sketchup?
Subsurf/Subdivide
Materials
Extrude
G to move
S to scale
R to rotate
Z switch between wireframe
and solid
G with mouse wheel click to
move parallel to an axis
Esc to escape
Ctrl-Z and Shift -Ctrl Z
(does Ctrl Y work
normally?)
How to save/open (breadcrumb
notation = non standard
Space bar for main menu
Golden rule = one hand on
keyboard, one hand on mouse
3 windows – headers
Can use Mr. bones standard?
Layers
Animation
To do:
Subsurf
BVH files
Textures
Sculpt mode
Avataritag.com
Mirror
Paint 3D object
Blender
·
Make model (including background
image)
·
Apply materials and textures
(including projecting)
·
Make armature
·
Attach model to armature
·
Animation
·
Rendering
·
Game Engine
·
Warnings and advice
·
‘Golden rule’ : keep one hand on
the keyboard and one hand on the mouse
·
Nothing happened? Mouse must be
over correct window (Ctrl+Up Arrow to avoid this problem)
·
Can’t deselect by trying to select
nothing but can use A to deselect all or
·
Can’t have two models open in one
instance of Blender but can have two instances of Blender running
simultaneously
·
Save frequently, with different
name each time (mention auto-saved file)
·
File save dialog ..
·
Do NOT experiment with other
buttons
·
Extrude does 2 steps: makes
coincident points then moves them. Even if you ESCape after pressing
E, you will still have created coincident vertices. So do Ctrl-Z
after escaping from and extrude operation if you really want to undo
it. E+ESC can be useful if you want to crate coincident vertices
that can then be moved etc.
·
Do not close text console window
·
Ctrl+W= Ctrl+S = save over – won’t
actually save until and unless you confirm the overwrite)
·
Any
time you add an object to a scene, you should consider clearing it's
rotation with Alt-R while in object mode.
·
If
click close box (X) then Blender will close without prompting to
save unsaved work!
Questions
For a connected child bone
is G the same as R? (At-G is not same as Alt-R)
How to move camera forward/back
Glossary
·
Mesh
·
Vertex (‘vert’)
·
Subsurface (subsurf)
·
Multires
·
Forward kinematics (FK)
·
Inverse kinematics (IK)
·
Render
·
Keyframe
·
Orthogonal / Perspective
·
Pack
·
Weight paint
·
Armature/rig (skeleton)
·
Parent
·
Group
·
Chain = set of linked bones (can
select whole chain with ‘L’)
·
UV
·
Sensor / Actuator
·
Occlude (background geometry) =
hide so cannot select (except with Select All) With occlude off
select faces by clicking near their centre dot
·
Tracking
·
X-ray
·
Techniques
The windows/panels
resizing, Splitting, joining, changing type, header
Change view – Numpad.
Perspective vs. Orthogonal
Grab/Move, Rotate, Scale,
Delete, Duplicate, Extrude
Remember can also use
coloured arrows for constrained grab and move.
How do you extrude not
normal? = MMB
Break edge in two, Break
face in two, Join vertices to make edge, Fill face,
Layers (move light and
camera)
To do UV mapping
Edit mode, select all, press U, chose UV with smart projection; new
image (choose size* and colour), pack as PNG, choose pencil,
view>paint tool, change colours (and press Enter?)
*
Make image square and power of 2 e.g. 512
In 3D window choose Texture Paint and Solid
In 3D window, Zoom level affects brush size, so best to avoid
zooming?
If not looking ‘straight at’ face, sometimes cannot colour near
edge. Turn off Texture Paint>Texture >normal to avoid this problem
with blocky objects, keep on for smoothly-curved object like sphere?
In Edit or Object mode>Shading (not editing) > Material panel turn
TexFace on otherwise textures will not render
To make armature
Notes: Armatures have an
object mode and an edit mode, just like the Mesh Object(link), and
you can toggle these with Tab, just like a mesh object. The state
that you see your armature in while in edit mode is known as the
Rest Position. Armatures are meant to be animated, so to fulfil this
purpose, they have yet another mode: Pose Mode. You can toggle pose
mode by pressing Ctrl-Tab. Pose mode is different from edit
mode in that you can change the selection to other objects outside
the armature without first leaving pose mode. If you do change
selection, when you return to select the armature, you will still be
in pose mode. Bone selection is preserved when changing between edit
and pose mode. You are placed into edit mode when a new armature is
added to a scene, just like mesh, curve, and surface objects.
In edit mode, the tip or the
body+root can be selected separately and each has its own set of
axes. “Bones are manipulated as pairs of points while in edit mode.”
It's good practice not to perform transformations on armatures.
For armatures to deform a mesh object properly, the location,
orientation, and size of the mesh--relative to the armature--must
stay constant. The only way ensure this is to constrain the mesh
object's location, rotation, and size to the armature object. To
make the mesh deformed by the armature, we have to either make it a
child of the armature, or use a modifier. Modifiers have more
helpful features, so it is the preferred method.
When extruding make sure
only the tip is selected, not the whole bone, otherwise there will
be an extrusion from both ends of the bone. Sometimes if the first
symmetric bone pair is based on a left bone then the right bone
rolls three times as much as the left, messing up the posing later.
With pose record on, really
does only record MOVED bones.
Sometimes E is sufficient
(not Shift E ) to make a symmetric pair of bones.
Armature is always created
pointing up (Z), no matter what view you are in.
Does ‘copy current pose’
only copy bones that are selected in pose mode?
When you paste a copied
pose, all bones are considered to have moved even if they did not so
all are recorded as keys if auto-key is on.
It’s helpful to have an
action window open to see which bones have been keyed in which
frames. (Solid yellow bars between keys mean there was no movement)
To skin (connect armature
to mesh)
To do animation
When select armature and
body, last clicked is active (affects menu choices etc) and
is pink as opposed to magenta. Object can be active without being
selected (Pink dot in centre)?
When doing animation, you
will work with Edit and Pose – Object was only needed to make the
first bone or to move the whole armature.
To Weight paint
In Pose Mode, select a bone.
Add Body to Selection (RMB-click). Weight Paint.
To be able to go into Pose
Mode a bone must be ACTIVE (last clicked). Pose Mode is not like
other modes – it is an ‘overlay’ – selections made in Pose Mode are
not lost when you switch to another mode. In weight paint mode you
can select different bones with LMB-click without leaving that mode.
To Mirror
To mirror as you make an
armature, turn on Armature Panel>X-axis mirror then use Shift-E to
add bones to existing bones. Or could make one armature then
duplicate it, scale it in X direction with scale factor -1, then
flip names, but this would give two separate armatures, each a
mirror-image of the other.
Game (e.g. Superboy’s
Cubie fall)
Logic button>Change static
to dynamic, turn on bounds (leaving bounding box on). Hit P to play.
Add 5 sensors, 5 controllers, 5 actuators. Change sensor ‘always’ to
keyboard. Connect connectors. Up, down move 0.1 forwards or back,
left and right rotate 0.1 division (1 division = 50°?) Keypress
repeats almost instantly. If you don’t want it to repeat then turn
on Tap. ‘Delay’ seems to make no difference.
He said ‘dynamic’ (does not bounce) but did ‘rigid body’ (does
bounce). If turns over when bounces then space bar moves it sideways
i.e. axes are local.
Questions
How to turn snapping on
until turn off
Difference between multires
and subsurf?
Multires can always be
turned back to level 1
Some operations can’t be
done unless Multires levels = 1
Why does one surface
sometimes seem special or selected? ACTIVE. Active layer is where
new additions go
Difference between texture
and material? Material has uniform colour and is smooth unless acted
on by a texture. Can have texture without material? Can have
material without texture? YES
Do the different parts of an
object have to have the same material, same texture?
How to use photo as a base
for modelling à la Google? View>Background image>Use Background
Image>Load
Can you project photos onto
surfaces as in Sketchup? Yes, as textures. Can you project onto a
curved surface??
Is W>Subdivide same as
Editing>Mesh tools>Subdivide?
Mirror mode is best but how
would you join a mesh that has been duplicated and flipped? Select
both meshes and press Ctrl-J.
Scale seems to work
according to local axes, not global, no matter what settings are
used.

Gingerbread man
1.
Enter wireframe mode?
2.
Move (M) light and camera to level 10
3.
In Edit mode, select all vertices then Editing>Mesh
tools>Subdivide
4.
With ‘Occlude Background Geometry’ turned off, box-select
left vertices, and erase them
5.
Editing > Modifiers > Add Modifier > Mirror
6.
Editing>Modifiers > Apply
Modifier to Editing Cage (Empty
circle)
7.
Choose to mirror on X axis if not already selected
8.
Set the Merge Limits to 0.1.
Any vertex closer to the mirror plane, than the limit we set, will
be placed exactly on the mirror plane.
9.
Turn on Do Clipping so that our mirror becomes a
frontier that no vertex can cross.
10.
Extrude (region) arm in two steps, first 1.5 squares
then 0.5 squares (hold down Ctrl to constrain)
11.
Uncheck ‘Do Clipping’ before next step otherwise Gus will get
skirt instead of legs
12.
Extrude 3 times to make leg (1.5
squares, 1, 0.5) – click MMB to remove extrude constraint
13.
Turn ‘Do Clipping’ back on?
14.
Switch to Edit mode
and apply modifier
15.
In Edit mode, place cursor exactly one square above body, on
mirror plane (Shift-S to snap cursor to grid)
16.
Add a new cube (SPACE>ADD>Cube)
17.
Grab (G) the selected vertices and move them down about one
third of a square (click MMB to constrain to closest axis)
18.
In Object mode (or Edit mode) select the body (or select all
vertices in Edit Mode) then Add Subsurf Modifier and set
levels and render levels to 2. The subsurfacing does not create
‘real’ faces and vertices – switching to Edit Mode reveals the
original pre-subsurf vertices.
19.
Switch from Wireframe mode to Solid mode (Z) and examine Gus
20.
Editing> Links and Materials > Set Smooth
21.
(If centre line is not right switch to Editing mode then
select all vertices then Ctrl+N to reset normals. LMB click on
‘Recalculate normals outside’.
22.
Edit Mode, wireframe (Z) side view, select all vertices,
scale (S) + Y or MMB. Hold down Ctrl to constrain values to
multiples of 0.1 and scale to 0.2
23.
Solid view - inspection with MMB
24.
Select (make visible) layers 1 and 10
25.
Press N to bring up the Transform Properties window (The
Panel for numerical input of object position/rotation etc). The
location of the camera is specified by LocX, LocY, and
LocZ
26.
Select camera and set position to
7,-10,7 either using G or
Shift-LMB on number field and type values. Press Enter to confirm
input.
27.
To make the camera point at Gus, keep your camera selected
then select Gus via Shift RMB . The camera should be magenta and Gus
light pink. Now press Ctrl T and select the TrackTo Constraint entry
in the pop up.
28.
Now we need to create the ground for Gus to stand on. It is
important to be out of Edit Mode, otherwise the newly added object
would be part of the object currently in Edit Mode, as when we added
Gus' head.
29.
In Object Mode and in top view (NumPad 7 or View>>Top), and,
add a plane (SPACE>>Add>>Mesh>>Plane).
30.
Switch to the Front view and move (G) the plane down to Gus's
feet, using CTRL to keep it aligned with Gus.
31.
Go to Camera view and, with the plane still selected, press S
to start scaling. Enlarge the plane so that its edges extend beyond
the camera viewing area, as indicated by the outer white dashed
rectangle in Camera view.
32.
Move the lamp to -9,-10,7.
33.
Shading >Lamp buttons >Preview>Spot. Set colour to pale
yellow (R=1, G=1, B=0.9).
Adjust Samples: to 4 and
SpotBl: to 1.0.
34.
Make spotlight track Gus
35.
Add a second lamp that provides more uniform fill light via
(SPACE>>Add>>Lamp>>Hemi). Set its
Energy to 0.5. Move it a little above the camera (x=
7, y= -10, z=9) and set it to track Gus as before.
36.
Press F12 or choose Scene>Render>Render>Render
37.
Save work (Ctrl-W)
========================= COULD SKIP NEXT SECTION
======================
38.
Select Gus, then Shading>Material>Links & Pipeline > Link to
Object pull-down Menu>Add New (is this necessary?)
39.
Name the material Gingerbread
40.
Colour = 0.874, 0.717, 0.504,
Shaders > Spec = 0.05, hard=5,
Bias = on
41.
Texture panel> Add new (is this necessary?) and rename as
‘GingerTex’
42.
Textures mode> Texture panel > Texture type > Stucci
43.
Stucci panel > Wall out = on,
Noise Size = 0.02
44.
‘Materials > Map to’: Release the Col Toggle Button and set
the Nor Toggle Button, then raise the Nor slider to 0.75. These
changes will make our Stucci texture act as a "bumpmap" and make Gus
look more biscuit-like.
45.
Select texture channel 2, then add a second texture, name it
"Grain", and set the texture type to ‘Noise’.
46.
In Shading > Material Buttons, turn off Col, turn on Ref ONLY
and set the Var property to 0.4.
47.
Select the ground, then Shading > Materials > Texture > Add
New.
48.
Shading > Materials > Links and Pipeline: Change the name of
the new material to Ground
49.
Shading > Materials > Material: Set the colour to blue:
0.46, 0.46, 1.0.
50.
IN OBJECT VIEW
(so that the new sphere is created as a separate object), place the
cursor in the centre of Gus’s head (check at least 2 views to make
sure it is really where you think it is). Don’t forget Shift+S to
snap the cursor to the grid.
51.
SPACE>ADD>Mesh>UVsphere). Use a value of 16 for both Segments
(meridians) and Rings (parallels).
52.
Scale the sphere down (S) to a factor of about
0.15 in all dimensions, then
switch to side view and scale it only in the horizontal direction
(Y) a further 0.5.
53.
Still in side view, zoom in then drag (G) the sphere to the
left until it is half way out of the head.
54.
In front view, drag (G) the sphere until it is in the correct
position for an eye (see image below).
55.
In the 3D window header, change the Pivot type to 3D cursor.
56.
With just the eye selected, change to Edit Mode. The eye
should still be selected (if not, press A to select all), now press
Shift D to duplicate and ESC to stop placing it with the mouse. Then
press M to mirror, X to mirror around the X axis, followed by LMB
or ENTER to confirm the mirror. (Mirroring can also be done in
object mode using CTRL+M, but better to switch to edit mode
so that both eyes are the same object with same material).
57.
Change the Pivot type back to Median Point
58.
Leave Edit mode
so that the mouth will be created as a separate object. Make sure
the 3D cursor is still in the centre of Gus’s face. Make a new
sphere as for the eyes but with overall scale =
0.1.
59.
Place the new sphere as shown in the centre image below:

60.
Switch
to Edit Mode (TAB). In Edit Buttons >
Mesh Tools Panel set Degr to 90, Steps to 3, and verify that the
Clockwise TogButton is on. Then, with all vertices still selected,
press SpinDup. This will create three duplicates of the selected
vertices on an arc of 90 degrees, centred around the cursor. The
result should be Gus's mouth, like the last image of the sequence
shown.
61.
Now go back to Object Mode and add three more spheres
(below the head and centred along the Z-axis) to form Gus's buttons.
Once you have made one button, you can simply exit Edit Mode, press
Shift+D to create a duplicate, and move the duplicate into place, as
shown in The complete Gus. Making these 3 buttons in Object mode
means they will be 3 separate objects which can each be given a
different colour (different material).
62.
If we want to be able to grab Gus and move him around as a
whole, we now need to attach the small spheres representing eyes,
mouth, and buttons to the body. Enter Object Mode and press A
until nothing is selected. Now right click one sphere (if more than
one is selected as a group, that's ok). Holding SHIFT, select the
body. Then hit CTRL+P and left-click Make parent on the pop up.
Deselect everything and repeat the process to attach each element.
63.
Give the eyes a chocolate-like material, like the one shown
at the top in the image below. Give the mouth a white sugar like
material, like the second one shown in the image and give the
buttons a red, white, and green sugar-like material. These are shown
from top to bottom (green and red not shown in image).
Material panel: name= Chocolate, colour = 0.3, 0.18, 0.0
Shaders panel: Oren-Nayar, Ref=0.5, Binn,
Spec= 1.5, Hard=224, Refr=3.46
Material panel: name=WhiteSugar
Shaders Panel: Ref=0.9, Spec=0.9, Hard=255
Texture Panel: choose Grain from the pull-down list of textures and
turn off Col, Turn on Nor
RedSugar and GreenSugar are same as WhiteSugar except for the
colours: 1,0,0 and 0,1,0

64.
Objects
sharing a material. To give one object
the same material as another object, select that material in the
Material Menu list which appears when you press the Menu Button in
the Materials panel:
65.
Rendering.
Once you have finished assigning materials, make layer 10 visible
again so that lights and the camera also appear, and do a new
rendering (F12). The result should look more or less like this:
66.
Saving.
Save your image by pressing F3. Enter the name of your image in the
file window and save. You must choose the image format (JPEG, PNG,
and so on) by setting it in the Rendering buttons before pressing F3
and using the Menu in the Format Panel. Blender does not add an
extension to the file name; you must enter one if you wish.
========================= PART 2 Adding the rigging / skeleton
/ armature ======================
67.
WARNING:
I created the plane, spheres and armature in layer 10 which was
visible and active. Is this a problem? Is there something missing in
the instructions?
68.
In Wireframe view (Z) set your 3D cursor where Gus's shoulder
is (don’t forget to check the position in at least two views), and
press SPACE>Add>Armature. A bone will appear.
69.
Enter Edit mode. Place the other end of the armature in Gus's
hand by grabbing (G) and moving the end.
70.
Still in Edit mode, move the cursor to where the hip joint
will be and add a new bone.
71.
Grab and move the yellow end of the new bone to the knee
area.
72.
Now
"chain" a new bone from the knee to the foot by Ctrl+LMB in
the area of the foot. Another way of "chaining" the new bone would
be to extrude using the (E). This variation creates the new bone and
places you in grab mode automatically. Use the LMB to then place
the bone.
73.
Now place the cursor in the centre and select all bones with
A. Duplicate them with Shift+D and exit grab mode with ESC.
Make sure the 3D cursor is selected as the rotation/scaling
pivot. Flip the bones along the X axis relative to the cursor with
CTRL+M and then X (press Enter to confirm). You end up
with the complete armature of 6 bones as shown in this image:
74.
Bones can roll around their length. Although this can be
useful when animating, it can ruin an otherwise good armature if
improper roll values are included in the original structure in Edit
mode. Once you have built an armature, it is essential that you
select all the bones in Edit mode and use Ctrl-N>Clear Roll
(Z-axis up) to remove any bone roll, making sure that you begin
animating from a "clean slate."
75.
Click the Editing Button (or press
F9) and select all the bones (A). The Edit Buttons window should
show an Armature Panel and Armature Bones Panel which contains the
Armature controls. Press Armature Panel>Draw Names to see the
names of the bones in 3D View. BUT
LOWER RIGHT LEG BONE DOES NOT APPEAR!
Links & Materials>Vertex Groups is
empty unless Body is active (as opposed to selected.)
Does not show Remove, Assign,
Select etc unless in Edit Mode.
What is connection between vertex
groups and weight painting?
In Weight paint mode, weight paint window shows the vertex group
chosen from the panel – does NOT show selected vertices and does NOT
show selected bone. Thus in
weight paint mode can use the vertex group list to switch from one
‘bone’ to another. Thus can
switch (tab) between Weight Paint and Edit modes while choosing
different vertex groups.
Mistake was that weight was set to 0.0 when vertex group was
created. Changing weight later does not affect weight of vertices
already in the group. Cannot change weight of vertices already in
the group. Cannot change weight of individual vertices within group
‘except by weight painting. Solution to problem: Remove all vertices
from group, then add them back (assign) with weight set to 1.0
(simply select>remove>assign). If you are working with a symmetrical
mesh and armature, and the bones are named properly as described
before, you can enable the X-Mirror option (Weight Paint
mode>Paint Panel>X-mirror). X-Mirror allows you to weight paint
only one side of a character, and have your painting mirrored to the
other, saving you the trouble of duplicating your work on
symmetrical characters. Clearing weights with the Clear button does
not work symmetrically, regardless of the set up.
76.
LMB-click on the names in the
Armature Bones panel and change them (case-sensitive!) to Arm.R,
Arm.L, UpLeg.R, LoLeg.R, UpLeg.L and LoLeg.L. It is very important
to name your bones with a trailing '.L' or '.R' to distinguish
between left and right ones, so that the Action editor will be able
to automatically flip your poses.
As a workaround for the non-appearance of the Lower Right leg bone
in the previous step, select that bone alone and rename it
LoLeg.R.
77.
Exit EditMode with (TAB).
78.
Skinning.
Now we must make it such that a deformation in the armature causes a
matching deformation in the body. We do this with Skinning, which
assigns vertices to bones so that the former are subject to the
latter's movements.
79.
In Object Mode, first select Gus's body, then
SHIFT-select the armature so that the body is magenta and the
armature is light pink. The last-clicked object is always the
active object, and appears in light pink.
80.
Press Ctrl+P to parent the body to the
armature. The Parenting menu will appear. Select the Armature entry.
A new menu appears, asking if you want Blender to do nothing, create
empty vertex groups (Name Groups), or create and populate vertex
groups (Create From Bone Heat). The last option is considered
automatic skinning. We'll use the automatic skinning option. Go
ahead and select Create From Bone Heat.
81.
Now select just Gus's body and switch to Edit Mode (TAB).
Notice in the Edit Buttons Window (F9) the presence of the "Vertex
Groups" menu and buttons in the Link and Materials Panel. By
pressing the Menu Button, a menu, with all available vertex groups,
pops up - six in our case. But a truly complex character, with hands
and feet completely rigged, can have tens of them! The buttons
Select and Deselect show you which vertices belong to which group.
Make sure all vertices are de-selected (press A, if needed) then use
the menu button to select the Right arm group (Arm.R) and press
Select. You should see something similar to the image below. If you don't see the same thing then you
probably placed the bones in just the right place such that the auto
skinning process did a better job of matching vertices with bones.
However it is highly unlikely that the skinning process matched the
vertices to the bones as exactly as you may expect. Therefore you
will usually need to manually adjust the grouping as described in
the following sections.
82.
The
vertices marked with yellow circles in the image belong to the
deformation group, but they should not do so. The
auto-skinning process found that they were very close to the bone so
it added them to the deformation group. We don't want them in this
group since some are in the head and some are in the chest, adding
them to the deformation group would deform those body parts as well.
To remove them from the group, deselect all the other vertices,
those which should remain in the group using Box selection (B), but
use MMB , not LMB , to define the box, so that all vertices within
the box become deselected. Once the 'undesired' vertices are
selected, press the Remove button to eliminate them from
group (Arm.R). Deselect all (A) then check another group. Check them
all and be sure that they look like those in the three vertex groups
below (or their mirror images).

Be very careful when assigning or removing
vertices from vertex groups. If later on you see unexpected
deformations, you might have forgotten some vertices, or placed too
many in the group. You can modify your vertex groups at any time.
Choosing what you want to remove
is counter-intuitive – is there a better way?
Our deformations will affect only Gus's body, not his eyes, mouth,
or buttons, which are separate objects.
Are they separate even though they
are children of Gus’s body? While this is not an issue to
consider in this simple animation, it's one that must be taken into
account for more complex projects, for example by parenting or
otherwise joining the various parts to the body to make a single
mesh.
83.
Posing.
84.
(This is a repeat) Bones can roll around their length.
Although this can be useful when animating, it can ruin an otherwise
good armature if improper roll values are included in the original
structure in Edit mode. Once you have built an armature, it is
essential that you select all the bones and use the Ctrl-N>Clear
Roll (Z-axis up) hotkey to trigger a full recalculation of bone
roll, making sure that you begin animating from a "clean slate."
Never begin working in Pose mode before selecting all bones in Edit
mode and fixing roll rotation with the Ctrl-N hotkey.
85.
Once you have a rigged and skinned Gus you can start playing
with him as if he were a doll, moving his bones and viewing the
results. Select the armature only, then select Pose Mode from the
"Mode" Menu. This option only appears if an armature is selected.
(Strictly speaking armature must be
active, not necessarily selected.) The armature will
turn blue. You are now in Pose Mode. If you now select a bone it
will turn cyan, not pink, and if you move it (G), or rotate it (R),
the body will deform! Blender remembers the original position of the
bones. You can set your armature back by pressing Alt+R to
clear the rotation and Alt+G to clear the location.
Alternatively, Armature Panel> Rest Position button may be used to
temporarily show the original position.
86.
Inverse Kinematics
(IK) is where you actually define the position of the last bone in
the chain, often called an "End Effector". All the other bones
assume an algorithmic position, automatically computed by the IK
solver, to keep the chain without gaps (i.e. IK will mathematically
solve the chain positions for us). This allows a much easier and
precise positioning of hands and feet using IK.
87.
Forward Kinematics
(FK). While handling bones in Pose Mode notice
that they act as rigid, inextensible bodies with spherical joints at
the end. You can grab only the first bone of a chain and all the
others will follow it. All subsequent bones in the chain cannot be
grabbed and moved, you can only rotate them, so that the selected
bone rotates with respect to the previous bone in the chain while
all the subsequent bones of the chain follow its rotation. This
procedure, Forward Kinematics, is easy to follow but it makes
precise location of the last bone in the chain difficult.
88.
We'll make Gus walk, using FK, by defining four different
poses relative to four different stages of a stride. Blender will do
the work of creating a fluid animation. First, verify that you are
at frame 1 of the timeline. The frame number appears in a NumButton
on the right of the Buttons Window Toolbar. If it is not set to 1,
set it to 1 now.
89.
Now, by rotating only one bone at a time (R), we'll raise
UpLeg.L and bend LoLeg.L backwards while raising Arm.R a little and
lowering Arm.L a little, as shown in this image:

90.
Rotation/Scaling pivot should be set to Median Point (earlier).
To store the pose to the frame, select all bones with A (wouldn’t
it be better to select only bones that have been posed?) and
then, with the mouse pointer on the 3D Window, press I.
Select LocRot from the menu that pops up. This will store the
position and orientation of all bones as a pose at frame 1. This
pose represents Gus in the middle of his stride, while moving his
left leg forward and above the ground. Never forget to press I
or the pose will be lost!
Solution: Open a timeline window and enable the button with the red
dot, commonly seen in audio/video devices as the Record button. You
have just enabled automatic keyframing, meaning that any bone that
moves or rotates will automatically have a keyframe set on the
current frame. This will prevent the unfortunately common occurrence
of setting a complex pose, then accidentally advancing the frame
number and losing it.
91.
Now move to frame 11 either by entering the number in the
NumButton or by pressing UP ARROW. Then move Gus to a different
position, like this:
Start with
clearing the rotation on both leg bones using Alt+R as mentioned
earlier (you must do this otherwise
the pasted pose will ‘add to’ the current pose). Then, in top
view, rotate Arm.R slightly forward and Arm.L slightly back. Finish
the pose with his left leg forward and right leg backward, both
slightly bent. Gus is walking in place!
92.
Select all bones again and press I to store this pose
at frame 11.
93.
We now need a third pose at frame 21, with the right leg up,
because we are in the middle of the other half of the stride. This
pose is the mirror of the one we defined at frame 1. Therefore,
return to frame 1 and, with all the bones selected, in the Pose
Menu in the 3D Window header select Copy Current Pose.
94.
Go to frame 21 and paste the pose with the Paste Flipped
Pose option in the Pose Menu. This button will paste the cut
pose, exchanging the positions of bones with suffix ".L" with those
of bones with suffix ".R", effectively flipping it! The pose is
there but it has not been stored yet! You must press I with all
bones selected.
95.
Now apply the same procedure to copy the pose at frame 11 to
frame 31, also flipping it. When I
did this the arm bones got the wrong rotation is it because the
poses are recorded relative to the view I am in? Or because the
bones were twisted/rolled? I
think it is because the rest position includes bones that were
twisted/rolled. Should I
have cleared rotation before doing pose for frame 1?
For Copy Current Pose must all
bones be selected?
96.
To complete the cycle, we need to copy the pose at frame 1
without flipping to frame 41. Do so by copying it as usual, and
by using the Paste Pose entry. End the sequence by pressing
I to store the pose.
97.
To preview your Animation, set the current frame to 1 and
press ALT-A in the 3D window. The single step in-place is the
core of a walk, and once you have defined one there are techniques
to make a character walk along a complex path. But, for the purpose
of our Quick Start, this single step in-place is enough.
98.
Change to the Rendering Buttons (F10) and in the Anim panel,
below the PLAY button, set the start frame (Sta:) to 1 (it is
usually set to 1 by default so you probably won't need to change it)
and set the end frame (End:) to 40 (it is set to 250 by default).
Because frame 41 is identical to frame 1, we only need to render
frames from 1 to 40 to produce the full cycle.
99.
Setting the Rendering Buttons
for an animation. Select AVI Raw as
the file type in Format Panel (Setting the Rendering Buttons for an
animation.). While this is generally not the best choice, mainly for
file size issues (as will be explained later on), it is fast and it
will run on any machine, so it suits our needs. (You can also select
AVI Jpeg to produce a more compact file (does not work for me but
Cinepak does). AVI JPEG uses lossy JPEG compression and will produce
a movie that some external players might not be able to play).
100.
Finally, press the ANIM button in Anim Panel. Remember
that all the layers that you want to use in the animation must be
shown! In our case, these are layers 1 and 10. If you make a
mistake, like forgetting to turn layer 10 on, you can stop the
rendering process with the ESC key.
101.
Our scene is pretty simple, and Blender will probably render
each of the 40 images in a few seconds. Watch them as they appear.
Once the rendering is complete you should have a file named
0001_0040.avi in a render subdirectory of your current directory
--the one containing your .blend file. The directory can be changed
from the Output tab inside the Scene panel (F10). You can play this
file directly within Blender by pressing the Play button beneath the
ANIM button (Setting the Rendering Buttons for an animation). The
animation will automatically cycle. To stop it press ESC. We have
produced only a very basic walk cycle. There is much more in
Blender, as you'll soon discover!
102.
Stills.
Of course you can always render each of your animation frames as a
still by selecting the frame you wish to render and pressing the
RENDER button.
103.
I
lost the gingerbread texture at some point